Fragment shaders are optional.
片段着色器是可选的。
Vertex shaders are not optional.
顶点着色器是必选的。
You can add new shaders and tweak them.
你可以添加新的着色器并进行调节。
Overlay: GUITexture, Halo, Flare shaders.
光晕着色器、闪光着色器。
JOGL, simple example with shaders, VAO and index array.
与着色器JOGL,简单的例子,农村村民和索引数组。
Shaders can be compiled and partially optimized offline.
着色器可以编译和在脱机状态下进行部分优化。
This is why you're hearing recommendations to use shaders.
这就是为什么你在听到建议使用着色器。
I'm interested in learning about audio visualization with shaders.
我在学习关于音频可视化感兴趣的着色器。
Apply toners, highlights, glazes or shaders to obtain desired finish.
应用墨粉,亮点,釉料或着色器,以达到理想的光洁度。
If possible simplify your pixel shaders by moving code to vertex shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
You should replace alpha-test shaders with alpha-blend if at all possible.
您应该替换带有alpha混色的alpha测试着色器,尽一切可能。
Learn to create realistic sub-surface skin shaders for a variety of skin types.
学习创建逼真的次表面皮肤着色器,适用于各种皮肤类型。
All your existing projects, all your shaders and graphics effects should just work.
所有你现有的项目,以及所有着色器和图形效果都应该工作。
That means that the graphics card's shaders can be used from within any application.
这意味着图形卡渲染器可以在任何应用程序内使用。
How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.
到底多少个顶点是ok的,依赖于具体的GPU设备和顶点着色器的复杂度。
Shaders are small programs that execute on the GPU, and loading them can take some time.
着色器是在GPU上执行的小程序,加载它们需要一些时间。
It is used to draw a very simple triangle with the help of a vertex and fragment shaders.
它是用来画一个非常简单的三角形在一个顶点和碎片着色器的帮助下。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
You should always specify the precision of floating point variables when writing custom shaders.
编写自定义着色器时,您应该始终指定浮点变量的精度。
This includes the ability to define and use vertex and fragment shaders using the GLSL language.
这包括定义和使用顶点和碎片着色器使用GLSL语言的能力。
You should always specify the precision of floating point variables when writing custom shaders.
写自定义的着色器时,应该指定浮点数精度。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media.
写着色器负责有关量,定制特殊灯光效果,非真实感媒体。
When implementing complex shaders or Image Effects, keep Rendering Differences Between Platforms in mind.
当你编写复杂的着色器或图像特效时,要切记不同平台间的渲染差异特性。
We will see how the texture can have a huge impact on our lights and shaders and how to balance everything.
我们将看到如何纹理会对我们的灯光和阴影的影响巨大,如何平衡一切。
You will learn about texturing your objects and look at various different shaders to make different materials.
你将了解你的对象的纹理和观察各种不同的材质进行不同的材料。
Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.
核心层——基于XNA的开发,针对像3D动画一样的高端图像,或者使用自定义像素着色器进行渲染。
Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.
核心层——基于XNA的开发,针对像3D动画一样的高端图像,或者使用自定义像素着色器进行渲染。
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